Did you also include the BASS_FX.H and then recompiled/rebuilded your application? Or just replaced the BASS_FX.DLL?

Yes, I made sure that I deleted the old .lib, .dll, and .h files and I actually added the new .lib right into my project as well as the new bass_fx.h file to ensure that it was using the newest stuff. Then I did a clean and rebuild of my entire project, but it just gives me that error.

It must be having a problem with something else that is in my project. Because I have video mixing in my project as well as a bunch of libraries I am using for visual effects (skinning using png files etc..) so there are so many includes and libraries being used and over 58,000 lines of code. It's a huge project. It's just something that changed between the last dll and the latest dll that made this happen because the previous version works fine.

Would it be too much trouble for me to ask you to give me a build of the old bass_fx dll that includes the latest fix to the dynamic amplification once it is done? because that will be the only reason that I need to update the bass_fx.dll because everything else works fine for my purposes.

I try to create a FX stream in "BASS_DEVICE_SPEAKERS" mode, but do't get it working. I like to run separate audio files on my 5.1 card and add FX (BASS_FX_TempoSet). "BASS_DEVICE_SPEAKERS" on different outputs works fine without FX.

Would it be too much trouble for me to ask you to give me a build of the old bass_fx dll that includes the latest fix to the dynamic amplification once it is done? because that will be the only reason that I need to update the bass_fx.dll because everything else works fine for my purposes.

I try to create a FX stream in "BASS_DEVICE_SPEAKERS" mode, but do't get it working. I like to run separate audio files on my 5.1 card and add FX (BASS_FX_TempoSet). "BASS_DEVICE_SPEAKERS" on different outputs works fine without FX.

Have you tried to apply the BASS_SPEAKER_xxx to BASS_FX_TempoCreate(DWORD chan, DWORD flags)?

I noticed some bugs, and, uh... stuff. If you call BASS_FX_Free twice, using BPM, it crashes. Both effects in the DSP example sound crackly (and what's that floatable variable for?) Also, Feedback is spelled incorrectly. Sometimes the examples are messed up. I don't know what it is, but randomly after opening 2 or 3 files, the sound just goes away. It works again after re-opening the example.

Both effects in the DSP example sound crackly (and what's that floatable variable for?)...Sometimes the examples are messed up. I don't know what it is, but randomly after opening 2 or 3 files, the sound just goes away. It works again after re-opening the example.

Sounds fine on 3 systems that I've checked and 3 Windows versions.

floatable Ooopsss that I've forgot to write as a flags in BASS_StreamCreateFile(..) function to show that 32-bit floating-point is supported with these effects

You don't have to worry about sending me the old build anymore because I fixed my problem. Apparently it was some directx lib that I had in my project settings that was linked twice that was making everything mess up, very weird but I fixed it!

Did you include the fix to the dynamic amplification? where you don't let the gain go below 0.01?

Cause I tried your new bassfx library, and it doesn't appear to be fixed unless I did something wrong :p I did use Ian's code for the time being and I just put a peice of code at the top of the function that made it work just like shown below and that fixed it. Is that what you did too? I could use Ian's code, but I like using your library makes everything so much more clean! Thanks for your great library!

You don't have to worry about sending me the old build anymore because I fixed my problem. Apparently it was some directx lib that I had in my project settings that was linked twice that was making everything mess up, very weird but I fixed it!

Did you include the fix to the dynamic amplification? where you don't let the gain go below 0.01?

* BASS_FX is updated now.* The DynamicAMP is updated with 32-bit and there're some parameters that changed their max/min values and names as well.* Check the BASS_FX.H/PAS/BAS and BASS_FX.TXT for more info

looking inside the provided samples I see some function that uses the handle returned by the BASS_StreamCreateFile and some other function that uses the BASS_FX_TempoGetResampledHandle function: which is the theory to apply in order to understand which handle must be used?